Shiru, I can't thank you enough for all your effort with this tool. I've now abandoned YYCHR completely and NESST is really, really nice to work with , as well as allowing me to make edits and changes to my graphics really, really quickly.

I've added minimal undo feature, just one step, but it could be very useful sometimes (when you accidentally fill something or put a tile in wrong location). The file is updated.

@neilbaldwin, the fact that my tool got your attention is already really great honor for me, because you are one of the people who contributed to rising of my interest in NES games, game development, and chip music.

I thought of something else last night (because I'd been doing some tidying/reorganising of my project CHR file).

How about a function that processes the loaded CHR/nametable in the same way you import a BMP file?

What I mean is that the function will scan the CHR file for repeats/redundant CHRs, remove the repeats and 'defrag' the CHR file (move everything to the start of the CHR file) then 'remap' the loaded nametable accordingly.

Not sure how it would work exactly but I think it would be quite a nice 'clean up' function. You'd end up with a 'compacted' CHR file with empty tiles at the end (instead of all over the place as my CHR files seems to end up )

I figured you're probably already doing a lot of the work in the Import BMP function.

Can I just ask for a small tweak? Could you make it so that you can perform a rectangular selection (shift plus left-click drag) and then the selection gets excluded from optimizing? It would be handy for when your CHR file has a specific structure (for example, I have two sets of alphanumeric tiles in my CHR file and I'd like to keep them in the same place in the CHR file).

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